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Upon casting this spell, select one form of energy (fire, cold, electricity, or acid). For one round per caster level, spells you cast using the chosen form of energy bypass 5 points of energy resistance or immunity per three caster levels. For example, fire damage from a 12th level caster would ignore 20 points of fire resistance or immunity.

Upon casting this spell, select one form of energy (fire, cold, electricity, or acid). For one round per caster level, you may attempt to counterspell any spell cast with that description without readying an action. You may not use dispel magic with these counterspell attempts.

Lightning Jump
Evocation/Transmutation [Electricity]Level: 4Components: V, SCasting Time: 1 standard actionRange: PersonalDuration: 1 round/4 levelsSaving Throw: Reflex 1/2Spell Resistance: Yes
You transform into a powerful stroke of electrical energy and rocket across the battlefield. While transformed, you are immune to all physical damage and do not provoke attacks of opportunity. You gain a fly speed of 120ft with clumsy maneuverability. You may only make single move actions each turn, and you cannot cast any spells or use spell-like or supernatural abilities. You may move through creature’s squares, dealing 1d6 electricity damage per caster level (maximum 15d6) to the creature. A successful Reflex save halves this damage.

Upon casting this spell, select one form of energy (fire, cold, electricity, or acid). For one minute per caster level, you have total control over non-magical forms of this energy. You cannot create or destroy the element, but you can, for example, prevent a building from burning, or keep arctic cold from affecting the rest of your party. You must have line of sight to affect a specific source of the element.

In addition, anyone casting a spell or using a spell-like, supernatural, or extraordinary ability with the descriptor you chose at the casting of the spell must make an opposed caster level check (or a Will save, for supernatural or extraordinary abilities without a caster level). If they fail, you may either prevent them from using the ability altogether, or chose a new, valid target.

You unleash a burst of tremendously powerful energy, annihilating structures around you. Deal 10 damage per caster level to all buildings and structures within the area of the spell. Structures may make a Fortitude save for half damage.

Alternately, you may target a single structure or construct within 100 feet and instantly destroy it, regardless of size or current health. On a successful Fortitude save, the target instead takes 10 damage per caster level (maximum 200).

A lesser version of the legendary meteor swarm, when you cast this spell, a 2-foot diameter sphere springs from your outstretched hand and streaks in a straight lines to the spot you select. The meteor spheres leave a fiery trail of sparks.

If you aim a sphere at a specific creature, you may make a ranged touch attack to strike the target with the meteor. Any creature struck by one of these spheres takes 10d6 points of bludgeoning damage (no save), is dazed, and receives no saving throw against the sphere’s fire damage (see below). If a targeted sphere misses its target, it simply explodes at the nearest corner of the target’s space. Alternately, you may simply cause the sphere to fall from the sky. In doing so, you cannot directly strike a target.
Once the sphere reaches its destination, it explodes in a 20-foot-radius spread, dealing 1d6 points of fire damage per caster level (maximum 20d6) and 1d6 points of slashing damage per level (maximum 20d6) to each creature in the area.

The sky opens up and weeps acid. Upon casting the spell, all creatures within the area take 1d6 points of acid damage per caster level (maximum 20d6). In addition, for one round per caster level, any creature or object beginning its turn in the area takes the same amount of damage. A successful Reflex save halves the damage.

You summon energy from the very heart of the Elemental Plane of Fire to smite you foes. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 10 points of fire damage per caster level (max 200). If the target fails a Reflex save, they are lit on fire, taking 5d6 points of fire damage per round for one round per caster level. While burning, they must make a Concentration check (DC equal to the damage dealt) to take any standard or full-round action. A creature can attempt to extinguish the flames as a full-round action that provokes attacks of opportunity, with a 50% chance of success.

The flames created by this spell are incredibly hot. They ignore all forms of fire resistance, and deal half damage to creatures normally immune to fire.

Howling winds and flashing lightning fill the area, striking down any who are foolish enough to enter. The area is filled with hurricane-strength winds, with all the usual disadvantages. In addition, multiple bolts of lightning strike every round. Every creature in the area has a 20% chance of being struck by lightning, dealing 1d10 per caster level damage (max 25d10). (Flying creatures instead have a 40% chance of being struck by lightning). A successful Reflex save halves the damage.

The caster may choose to concentrate on this spell after it is cast. If he does so, he may prevent the lightning from striking his allies (or foes, if he so desires). In addition, he may specifically target one bolt of lightning per round.

This spell functions as cityrazer, but it instead deals 20 damage per caster level to all structures within the area, or 20 points of damage per caster level to a single structure on a failed Fortitude save.

Last edited by Grod_The_Giant; 2012-05-05 at 04:18 PM.

Originally Posted by Grod_The_Giant

Grod's Law: You cannot and should not balance bad mechanics by making them annoying to use

Re: Nasty New Evocations-- because blasters deserve nice things

Some preliminary editing suggestions; I'm not sure if any spell levels need changing.

Originally Posted by Grod_The_Giant

Elemental Fury

[...]

Upon casting this spell, select one form of energy (fire, cold, electricity, or acid). For one round per caster level, spells you cast using the chosen form of energy bypass 5 points of energy resistance or immunity per three caster levels. For example, fire damage from a 12th level caster would ignore 20 points of fire resistance or immunity.

What does it mean to ignore 20 points of immunity?

Also, is there any CL cap for this?

Originally Posted by Grod_The_Giant

Cityrazer

[...]

You unleash a burst of tremendously powerful energy, annihilating structures around you. Deal 10 damage per caster level to all buildings and structures within the area of the spell. Structures may make a Fortitude save for half damage.

I believe this should have a damage cap, if only for completeness.

Originally Posted by Grod_The_Giant

Acid Rain

I have the feeling this exists somewhere, but I'm not sure of the source.

Originally Posted by Grod_The_Giant

Inferno Ray

[...]

The flames created by this spell are incredibly hot. They ignore all forms of fire resistance, and deal half damage to creatures normally immune to fire.

Minor point: how does this interact with Searing Spell?

Originally Posted by Grod_The_Giant

Mountainrazer

[...]

This spell functions as cityrazer, but it instead deals 20 damage per caster level to all structures within the area, or 20 points of damage per caster level to a single structure on a failed Fortitude save.

Re: Nasty New Evocations-- because blasters deserve nice things

-Elemental Fury isn't too broken, but it's still absurd for fire to damage fire elementals. Perhaps say that it doesn't work against the racial immunities of monsters of the elemental type.
-Counterspelling is normally a standard action (which therefore needs to be readied), so Elemental Rebuttal should probably specify what type of action it is (free? Immediate? Loses you your next action?)
-Just so you know, Cityrazer is extremely unusual in allowing nonmagical unattended objects to make saves, so you may want to rethink that. It should also say (object) in the save description, as most save-allowing spells cannot target objects.
-Meteor Strike shouldn't mention "spheres". It's also probably too powerful, as it does an average of 3.5 damage even on a successful save.
-Acid Rain is also pretty much die-no-save against anything without evasion or acid immunity. Way too powerful, and the friendly fire doesn't balance it but does make it not worth using. But if you reduce the damage to something like 2d6/round and make it last only one round for every 3 levels, then it could be a very nice army killer for when allies are in the area of effect; just make sure they have acid resistance.)
-Inferno Ray also shouldn't hurt fire elementals.
-Lightning Storm says "Fortitude negates, Reflex 1/2; see text", but with no explanation for the Fort save. (It's a great idea, though; that's what high-level evocation should look like.) Consider making it a druid spell as well. (Also, it doesn't only hit those foolish enough to enter, it also hits those in the area when it was cast...)
-Elemental Mastery isn't [varied], it's all four descriptors.

Re: Nasty New Evocations-- because blasters deserve nice things

Meteor Strike is not a lesser version of Meteor Swarm. Swarm does 8d6 bludgeoning and 24d6 fire damage, total 32d6. Strike (at CL 17) does 10d6 bludgeoning, 17d6 fire, and 17d6 slashing, total 44d6. I'm aware that Swarm is not that great, especially for a 9th level spell, but your 6th level spell blows it out of the water. The only advantages the original has over yours is the AoE, and the fact that you can hit more than one person with your meteor.

Either site an improved Meteor Swarm, or nerf Meteor Strike. As is, I would much rather spend a 9th level slot on a Widened Meteor Strike than a Swarm.

Edit: You also daze the target, which Swarm does not, and, because you only fire 1 meteor, Fire Resist only applies once, not 4 times. You do get DR twice though, but its not enough given the rest, and Swarm gets DR 4 times anyway.

Last edited by Sypher667; 2012-05-06 at 12:50 AM.

"To play a fighter is to play the game.
To play a wizard is to understand the rules.
To understand the rules, and play a fighter, is to understand the game."
-Lycar

Originally Posted by jiriku

...magical trumps mundane so often that mundane really needs to be able to give magic a good kick in the junk now and then.

Re: Nasty New Evocations-- because blasters deserve nice things

All of these spells are very strong for the level you get them. This is not always a bad thing... as non-Contingency Evocations tend to suck major ass.

Meteor Strike, though, is quite stupid for the level you get it.
1) 10d6 bludgeoning with no save, and the target is technically dazed for eternity (there's no duration for the daze effect and the spell duration is instantaneous).
2) 2d6/caster level slashing and fire, reflex for 1/2 in a 20 ft burst- original target gets no save on 1/2 the damage.

So Meteor Strike, at a level lower, does more than double the damage, part of which has no save, inflicts a devastating status condition (I'm assuming you meant it to daze for a round and not for eternity) with no save, and has the same AoE. Also you should change the area to "20 ft burst, see text" to account for the single target part. If you don't completely rework this borked spell.

Lightning storm should have its % chances to strike reversed- lighting is far more likely to strike stuff on the ground, as flying things are not electrically grounded... that's why birds can sit on power lines without being electrocuted. That's right... I just called for realism in D&D.

@Yitzi- Actually, counterspelling is a "ready" action, not just a standard action. This means that when you counterspell, your initiative changes- with this spell, counterspelling is basically a non-action. Although I'm perplexed by the SR: Yes... it's a harmless spell. This spell is basically Battlemagic Perception (HoB) on crack... except that you can't use Dispel Magic (but you made no mention of its lesser and greater versions... you probably should) and it's elemental-only spells.

TL;DR
You need to rework Meteor Swarm- it's just too damn strong... it alone makes me want to not drop Evocation on every single specialist wizard.

You should switch the % hit chances on lighting storm b/c that's how lighting works.

Elemental Rebuttal should have the line: "SR: Yes (harmless)"
Edit: and should mention not being able to use the rest of the Dispel Magic chain of spells

Re: Nasty New Evocations-- because blasters deserve nice things

Originally Posted by strider24seven

@Yitzi- Actually, counterspelling is a "ready" action, not just a standard action. This means that when you counterspell, your initiative changes- with this spell, counterspelling is basically a non-action.

I suppose so, but the reason for the need to ready is that the spell is an action type not normally castable when it's not your turn, so it's still better to specify.

Upon casting this spell, select one form of energy (fire, cold, electricity, or acid). For one round per caster level, spells you cast using the chosen form of energy bypass 5 points of energy resistance or immunity per three caster levels. For example, fire damage from a 12th level caster would ignore 20 points of fire resistance or immunity.

...So... you bypass 30 points of say, fire immunity... which would make it 0 damage... what?

Upon casting this spell, select one form of energy (fire, cold, electricity, or acid). For one round per caster level, you may attempt to counterspell any spell cast with that description without readying an action. You may not use dispel magic with these counterspell attempts.

Alright this is cool... Add the abjuration type

Spoiler

Show

Originally Posted by Grod_The_Giant

Lightning Jump
Evocation/Transmutation [Electricity]Level: 4Components: V, SCasting Time: 1 standard actionRange: PersonalDuration: 1 round/4 levelsSaving Throw: Reflex 1/2Spell Resistance: Yes
You transform into a powerful stroke of electrical energy and rocket across the battlefield. While transformed, you are immune to all physical damage and do not provoke attacks of opportunity. You gain a fly speed of 120ft with clumsy maneuverability. You may only make single move actions each turn, and you cannot cast any spells or use spell-like or supernatural abilities. You may move through creature’s squares, dealing 1d6 electricity damage per caster level (maximum 15d6) to the creature. A successful Reflex save halves this damage.

At the conclusion of this spell, you are dazed for 1 round.

I like this spell... very lethal... but personally I prefer Chain Lightning...

Upon casting this spell, select one form of energy (fire, cold, electricity, or acid). For one minute per caster level, you have total control over non-magical forms of this energy. You cannot create or destroy the element, but you can, for example, prevent a building from burning, or keep arctic cold from affecting the rest of your party. You must have line of sight to affect a specific source of the element.

In addition, anyone casting a spell or using a spell-like, supernatural, or extraordinary ability with the descriptor you chose at the casting of the spell must make an opposed caster level check (or a Will save, for supernatural or extraordinary abilities without a caster level). If they fail, you may either prevent them from using the ability altogether, or chose a new, valid target.

You unleash a burst of tremendously powerful energy, annihilating structures around you. Deal 10 damage per caster level to all buildings and structures within the area of the spell. Structures may make a Fortitude save for half damage.

Alternately, you may target a single structure or construct within 100 feet and instantly destroy it, regardless of size or current health. On a successful Fortitude save, the target instead takes 10 damage per caster level (maximum 200).

A lesser version of the legendary meteor swarm, when you cast this spell, a 2-foot diameter sphere springs from your outstretched hand and streaks in a straight lines to the spot you select. The meteor spheres leave a fiery trail of sparks.

If you aim a sphere at a specific creature, you may make a ranged touch attack to strike the target with the meteor. Any creature struck by one of these spheres takes 10d6 points of bludgeoning damage (no save), is dazed, and receives no saving throw against the sphere’s fire damage (see below). If a targeted sphere misses its target, it simply explodes at the nearest corner of the target’s space. Alternately, you may simply cause the sphere to fall from the sky. In doing so, you cannot directly strike a target.
Once the sphere reaches its destination, it explodes in a 20-foot-radius spread, dealing 1d6 points of fire damage per caster level (maximum 20d6) and 1d6 points of slashing damage per level (maximum 20d6) to each creature in the area.

The sky opens up and weeps acid. Upon casting the spell, all creatures within the area take 1d6 points of acid damage per caster level (maximum 20d6). In addition, for one round per caster level, any creature or object beginning its turn in the area takes the same amount of damage. A successful Reflex save halves the damage.

I see this spell and cried out "Tolodine's Killing Wind!" definitely love this spell

You summon energy from the very heart of the Elemental Plane of Fire to smite you foes. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 10 points of fire damage per caster level (max 200). If the target fails a Reflex save, they are lit on fire, taking 5d6 points of fire damage per round for one round per caster level. While burning, they must make a Concentration check (DC equal to the damage dealt) to take any standard or full-round action. A creature can attempt to extinguish the flames as a full-round action that provokes attacks of opportunity, with a 50% chance of success.

The flames created by this spell are incredibly hot. They ignore all forms of fire resistance, and deal half damage to creatures normally immune to fire.

Howling winds and flashing lightning fill the area, striking down any who are foolish enough to enter. The area is filled with hurricane-strength winds, with all the usual disadvantages. In addition, multiple bolts of lightning strike every round. Every creature in the area has a 20% chance of being struck by lightning, dealing 1d10 per caster level damage (max 25d10). (Flying creatures instead have a 40% chance of being struck by lightning). A successful Reflex save halves the damage.

The caster may choose to concentrate on this spell after it is cast. If he does so, he may prevent the lightning from striking his allies (or foes, if he so desires). In addition, he may specifically target one bolt of lightning per round.

This spell functions as cityrazer, but it instead deals 20 damage per caster level to all structures within the area, or 20 points of damage per caster level to a single structure on a failed Fortitude save.

400 damage to all mountains within a mile radius... You... you can destroy a Netherese Enclave with this spell... and its only 9th level?
What. In. The. Hell...

Overall, I like these spells, very good improvement to the Evocation school... but the largest problem with Evocations is that they allow saves and Spell Resistance... I suppose thats always been peoples problems with them... but for some reason whenever I actually play a Wizard that uses Evocations I'm still able to pop people with Chain Lightning, Fireball, Meteor Swarm, and all sorts of other spells... Evocations is only bad in Theoretical Optimization but in an actual game its one of the most powerful schools of magic (if not the strongest) ... Next to, ya know Necromancy

Last edited by Calanon; 2012-05-06 at 03:06 PM.

Cult of the Playground est. 2011

Proud owner of 1 internet

Cult of the Playground Highly endorses the ideals of the Tippyverse, World Optimization and "Paradise". its Clerics are encouraged to Optimize everything that they set there sights on. Perfection is our goal.

Upon casting this spell, select one form of energy (fire, cold, electricity, or acid). For one round per caster level, spells you cast using the chosen form of energy bypass 5 points of energy resistance or immunity per three caster levels. For example, fire damage from a 12th level caster would ignore 20 points of fire resistance or immunity.

Similar to Assay Spell Resistance (though it honestly has a weaker effect, except possibly for Scorching Ray or similar). I would start by making the casting time a swift action; paying a full turn to get 5 points of damage per three levels through, MAYBE, on subsequent turns is a very bad use of a full turn.

Upon casting this spell, select one form of energy (fire, cold, electricity, or acid). For one round per caster level, you may attempt to counterspell any spell cast with that description without readying an action. You may not use dispel magic with these counterspell attempts.

This is very interesting. It's situational which makes it a good wizard spell, but since you have to hard counter the spells it sort of favors sorcerers which have an easier time with that. I think it's fine as is, though it will see limited use.

Originally Posted by Grod_The_Giant

Lightning Jump
Evocation/Transmutation [Electricity]Level: 4Components: V, SCasting Time: 1 standard actionRange: PersonalDuration: 1 round/4 levelsSaving Throw: Reflex 1/2Spell Resistance: Yes
You transform into a powerful stroke of electrical energy and rocket across the battlefield. While transformed, you are immune to all physical damage and do not provoke attacks of opportunity. You gain a fly speed of 120ft with clumsy maneuverability. You may only make single move actions each turn, and you cannot cast any spells or use spell-like or supernatural abilities. You may move through creature’s squares, dealing 1d6 electricity damage per caster level (maximum 15d6) to the creature. A successful Reflex save halves this damage.

At the conclusion of this spell, you are dazed for 1 round.

Wording is a bit strange; do you still get your standard action and just can't use it to move, cast, or use Su? Are you not allowed to hit a creature twice in one move? Do you get to use it the first turn you cast? If the answers are no and no and yes, this is a fine balanced spell. If you can still attack with your standard it might be too good for gishes, if you can hit creatures multiple times in a move you can make it silly, and if you can't use it the first turn it is probably too slow.

Upon casting this spell, select one form of energy (fire, cold, electricity, or acid). For one minute per caster level, you have total control over non-magical forms of this energy. You cannot create or destroy the element, but you can, for example, prevent a building from burning, or keep arctic cold from affecting the rest of your party. You must have line of sight to affect a specific source of the element.

In addition, anyone casting a spell or using a spell-like, supernatural, or extraordinary ability with the descriptor you chose at the casting of the spell must make an opposed caster level check (or a Will save, for supernatural or extraordinary abilities without a caster level). If they fail, you may either prevent them from using the ability altogether, or chose a new, valid target.

This spell needs a range for its effects written in the description (I suggest not too far), or else you can stop dragons on the other side of the earth from breathing. Otherwise I think it's ok.

You unleash a burst of tremendously powerful energy, annihilating structures around you. Deal 10 damage per caster level to all buildings and structures within the area of the spell. Structures may make a Fortitude save for half damage.

Alternately, you may target a single structure or construct within 100 feet and instantly destroy it, regardless of size or current health. On a successful Fortitude save, the target instead takes 10 damage per caster level (maximum 200).

Structures have quite a lot of hit points, when you add up all the pieces of walls and doors and things. Also, not specifying the size limit on instant destruction in the second part might be a bad idea. I think this probably needs to be rethought.

A lesser version of the legendary meteor swarm, when you cast this spell, a 2-foot diameter sphere springs from your outstretched hand and streaks in a straight lines to the spot you select. The meteor spheres leave a fiery trail of sparks.

If you aim a sphere at a specific creature, you may make a ranged touch attack to strike the target with the meteor. Any creature struck by one of these spheres takes 10d6 points of bludgeoning damage (no save), is dazed, and receives no saving throw against the sphere’s fire damage (see below). If a targeted sphere misses its target, it simply explodes at the nearest corner of the target’s space. Alternately, you may simply cause the sphere to fall from the sky. In doing so, you cannot directly strike a target.
Once the sphere reaches its destination, it explodes in a 20-foot-radius spread, dealing 1d6 points of fire damage per caster level (maximum 20d6) and 1d6 points of slashing damage per level (maximum 20d6) to each creature in the area.

The Daze certainly needs a save to negate it, and the 50d6 damage with no save at level 20 is a bit much for an unaugmented touch attack as a 6th level spell. I think I would cut the daze and no save effects entirely and leave it otherwise.

The sky opens up and weeps acid. Upon casting the spell, all creatures within the area take 1d6 points of acid damage per caster level (maximum 20d6). In addition, for one round per caster level, any creature or object beginning its turn in the area takes the same amount of damage. A successful Reflex save halves the damage.

Tough but fair. Damage is rather low compared to your other stuff but the excessive area and duration make up for it.

You summon energy from the very heart of the Elemental Plane of Fire to smite you foes. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 10 points of fire damage per caster level (max 200). If the target fails a Reflex save, they are lit on fire, taking 5d6 points of fire damage per round for one round per caster level. While burning, they must make a Concentration check (DC equal to the damage dealt) to take any standard or full-round action. A creature can attempt to extinguish the flames as a full-round action that provokes attacks of opportunity, with a 50% chance of success.

The flames created by this spell are incredibly hot. They ignore all forms of fire resistance, and deal half damage to creatures normally immune to fire.

At 8th level I think this is ok. Damage is high, but you need to break SR and Touch AC, and the effect is fine but not great.

Howling winds and flashing lightning fill the area, striking down any who are foolish enough to enter. The area is filled with hurricane-strength winds, with all the usual disadvantages. In addition, multiple bolts of lightning strike every round. Every creature in the area has a 20% chance of being struck by lightning, dealing 1d10 per caster level damage (max 25d10). (Flying creatures instead have a 40% chance of being struck by lightning). A successful Reflex save halves the damage.

The caster may choose to concentrate on this spell after it is cast. If he does so, he may prevent the lightning from striking his allies (or foes, if he so desires). In addition, he may specifically target one bolt of lightning per round.

Thematically cool, though I think Acid Rain is usually better. Still a fine spell.

This spell functions as cityrazer, but it instead deals 20 damage per caster level to all structures within the area, or 20 points of damage per caster level to a single structure on a failed Fortitude save.